/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006 - 2013 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/* ScriptData
 SDName: Boss_Chromaggus
 SD%Complete: 95
 SDComment: Chromatic Mutation disabled due to lack of core support
 SDCategory: Blackwing Lair
 EndScriptData */

#include "ScriptPCH.h"

enum Emotes {
    EMOTE_FRENZY = -1469002, EMOTE_SHIMMER = -1469003
};

enum Spells {
    //These spells are actually called elemental shield
    //What they do is decrease all damage by 75% then they increase
    //One school of damage by 1100%
    SPELL_FIRE_VULNERABILITY = 22277,
    SPELL_FROST_VULNERABILITY = 22278,
    SPELL_SHADOW_VULNERABILITY = 22279,
    SPELL_NATURE_VULNERABILITY = 22280,
    SPELL_ARCANE_VULNERABILITY = 22281,
    //Other spells
    SPELL_INCINERATE = 23308, //Incinerate 23308, 23309
    SPELL_TIMELAPSE = 23310, //Time lapse 23310, 23311(old threat mod that was removed in 2.01)
    SPELL_CORROSIVEACID = 23313, //Corrosive Acid 23313, 23314
    SPELL_IGNITEFLESH = 23315, //Ignite Flesh 23315, 23316
    SPELL_FROSTBURN = 23187, //Frost burn 23187, 23189
    //Brood Affliction 23173 - Scripted Spell that cycles through all targets within 100 yards and has a chance to cast one of the afflictions on them
    //Since Scripted spells arn't coded I'll just write a function that does the same thing
    SPELL_BROODAF_BLUE = 23153, //Blue affliction 23153
    SPELL_BROODAF_BLACK = 23154, //Black affliction 23154
    SPELL_BROODAF_RED = 23155, //Red affliction 23155 (23168 on death)
    SPELL_BROODAF_BRONZE = 23170, //Bronze Affliction  23170
    SPELL_BROODAF_GREEN = 23169, //Brood Affliction Green 23169
    SPELL_CHROMATIC_MUT_1 = 23174, //Spell cast on player if they get all 5 debuffs
    SPELL_FRENZY = 28371, //The frenzy spell may be wrong
    SPELL_ENRAGE = 28747
};

class boss_chromaggus: public CreatureScript {
public:
    boss_chromaggus() :
            CreatureScript("boss_chromaggus") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new boss_chromaggusAI(pCreature);
    }

    struct boss_chromaggusAI: public ScriptedAI {
        boss_chromaggusAI(Creature *c) :
                ScriptedAI(c) {
            //Select the 2 breaths that we are going to use until despawned
            //5 possiblities for the first breath, 4 for the second, 20 total possiblites
            //This way we don't end up casting 2 of the same breath
            //TL TL would be stupid
            switch (urand(0, 19)) {
            //B1 - Incin
            case 0:
                Breath1_Spell = SPELL_INCINERATE;
                Breath2_Spell = SPELL_TIMELAPSE;
                break;
            case 1:
                Breath1_Spell = SPELL_INCINERATE;
                Breath2_Spell = SPELL_CORROSIVEACID;
                break;
            case 2:
                Breath1_Spell = SPELL_INCINERATE;
                Breath2_Spell = SPELL_IGNITEFLESH;
                break;
            case 3:
                Breath1_Spell = SPELL_INCINERATE;
                Breath2_Spell = SPELL_FROSTBURN;
                break;

                //B1 - TL
            case 4:
                Breath1_Spell = SPELL_TIMELAPSE;
                Breath2_Spell = SPELL_INCINERATE;
                break;
            case 5:
                Breath1_Spell = SPELL_TIMELAPSE;
                Breath2_Spell = SPELL_CORROSIVEACID;
                break;
            case 6:
                Breath1_Spell = SPELL_TIMELAPSE;
                Breath2_Spell = SPELL_IGNITEFLESH;
                break;
            case 7:
                Breath1_Spell = SPELL_TIMELAPSE;
                Breath2_Spell = SPELL_FROSTBURN;
                break;

                //B1 - Acid
            case 8:
                Breath1_Spell = SPELL_CORROSIVEACID;
                Breath2_Spell = SPELL_INCINERATE;
                break;
            case 9:
                Breath1_Spell = SPELL_CORROSIVEACID;
                Breath2_Spell = SPELL_TIMELAPSE;
                break;
            case 10:
                Breath1_Spell = SPELL_CORROSIVEACID;
                Breath2_Spell = SPELL_IGNITEFLESH;
                break;
            case 11:
                Breath1_Spell = SPELL_CORROSIVEACID;
                Breath2_Spell = SPELL_FROSTBURN;
                break;

                //B1 - Ignite
            case 12:
                Breath1_Spell = SPELL_IGNITEFLESH;
                Breath2_Spell = SPELL_INCINERATE;
                break;
            case 13:
                Breath1_Spell = SPELL_IGNITEFLESH;
                Breath2_Spell = SPELL_CORROSIVEACID;
                break;
            case 14:
                Breath1_Spell = SPELL_IGNITEFLESH;
                Breath2_Spell = SPELL_TIMELAPSE;
                break;
            case 15:
                Breath1_Spell = SPELL_IGNITEFLESH;
                Breath2_Spell = SPELL_FROSTBURN;
                break;

                //B1 - Frost
            case 16:
                Breath1_Spell = SPELL_FROSTBURN;
                Breath2_Spell = SPELL_INCINERATE;
                break;
            case 17:
                Breath1_Spell = SPELL_FROSTBURN;
                Breath2_Spell = SPELL_TIMELAPSE;
                break;
            case 18:
                Breath1_Spell = SPELL_FROSTBURN;
                Breath2_Spell = SPELL_CORROSIVEACID;
                break;
            case 19:
                Breath1_Spell = SPELL_FROSTBURN;
                Breath2_Spell = SPELL_IGNITEFLESH;
                break;
            };

            EnterEvadeMode();
        }

        uint32 Breath1_Spell;
        uint32 Breath2_Spell;
        uint32 CurrentVurln_Spell;

        uint32 Shimmer_Timer;
        uint32 Breath1_Timer;
        uint32 Breath2_Timer;
        uint32 Affliction_Timer;
        uint32 Frenzy_Timer;
        bool Enraged;

        void Reset() {
            CurrentVurln_Spell = 0; //We use this to store our last vulnerabilty spell so we can remove it later

            Shimmer_Timer = 0; //Time till we change vurlnerabilites
            Breath1_Timer = 30000; //First breath is 30 seconds
            Breath2_Timer = 60000; //Second is 1 minute so that we can alternate
            Affliction_Timer = 10000; //This is special - 5 seconds means that we cast this on 1 player every 5 sconds
            Frenzy_Timer = 15000;

            Enraged = false;
        }

        void EnterCombat(Unit * /*who*/) {
        }

        void UpdateAI(const uint32 diff) {
            if (!UpdateVictim())
                return;

            //Shimmer_Timer Timer
            if (Shimmer_Timer <= diff) {
                //Remove old vulnerabilty spell
                if (CurrentVurln_Spell)
                    me->RemoveAurasDueToSpell(CurrentVurln_Spell);

                //Cast new random vulnerabilty on self
                uint32 spell = RAND(SPELL_FIRE_VULNERABILITY,
                        SPELL_FROST_VULNERABILITY, SPELL_SHADOW_VULNERABILITY,
                        SPELL_NATURE_VULNERABILITY, SPELL_ARCANE_VULNERABILITY);

                DoCast(me, spell);
                CurrentVurln_Spell = spell;

                DoScriptText(EMOTE_SHIMMER, me);
                Shimmer_Timer = 45000;
            } else
                Shimmer_Timer -= diff;

            //Breath1_Timer
            if (Breath1_Timer <= diff) {
                DoCast(me->getVictim(), Breath1_Spell);
                Breath1_Timer = 60000;
            } else
                Breath1_Timer -= diff;

            //Breath2_Timer
            if (Breath2_Timer <= diff) {
                DoCast(me->getVictim(), Breath2_Spell);
                Breath2_Timer = 60000;
            } else
                Breath2_Timer -= diff;

            //Affliction_Timer
            if (Affliction_Timer <= diff) {
                std::list<HostileReference*> threatlist =
                        me->getThreatManager().getThreatList();
                for (std::list<HostileReference*>::const_iterator i =
                        threatlist.begin(); i != threatlist.end(); ++i) {
                    Unit* pUnit;
                    if ((*i) && (*i)->getSource()) {
                        pUnit = Unit::GetUnit((*me), (*i)->getUnitGuid());
                        if (pUnit) {
                            //Cast affliction
                            DoCast(
                                    pUnit,
                                    RAND(SPELL_BROODAF_BLUE,
                                            SPELL_BROODAF_BLACK,
                                            SPELL_BROODAF_RED,
                                            SPELL_BROODAF_BRONZE,
                                            SPELL_BROODAF_GREEN), true);

                            //Chromatic mutation if target is effected by all afflictions
                            if (pUnit->HasAura(SPELL_BROODAF_BLUE)
                                    && pUnit->HasAura(SPELL_BROODAF_BLACK)
                                    && pUnit->HasAura(SPELL_BROODAF_RED)
                                    && pUnit->HasAura(SPELL_BROODAF_BRONZE)
                                    && pUnit->HasAura(SPELL_BROODAF_GREEN)) {
                                //pTarget->RemoveAllAuras();
                                //DoCast(pTarget, SPELL_CHROMATIC_MUT_1);

                                //Chromatic mutation is causing issues
                                //Assuming it is caused by a lack of core support for Charm
                                //So instead we instant kill our target

                                //WORKAROUND
                                if (pUnit->GetTypeId() == TYPEID_PLAYER)
                                    pUnit->CastSpell(pUnit, 5, false);
                            }
                        }
                    }
                }

                Affliction_Timer = 10000;
            } else
                Affliction_Timer -= diff;

            //Frenzy_Timer
            if (Frenzy_Timer <= diff) {
                DoCast(me, SPELL_FRENZY);
                DoScriptText(EMOTE_FRENZY, me);
                Frenzy_Timer = urand(10000, 15000);
            } else
                Frenzy_Timer -= diff;

            //Enrage if not already enraged and below 20%
            if (!Enraged && HealthBelowPct(20)) {
                DoCast(me, SPELL_ENRAGE);
                Enraged = true;
            }

            DoMeleeAttackIfReady();
        }
    };
};

void AddSC_boss_chromaggus() {
    new boss_chromaggus();
}
